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Author Topic: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )  (Read 123435 times)

NES Boy

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Re: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )
« Reply #480 on: September 22, 2020, 01:32:15 pm »
And here are the addresses for Lemmy and Wendy (and their dummies):

LEMMY: 0x19D22E -- Default values...
  • 05 45 05 45 05 00
  • 05 45 05 45 05 00
  • 05 05 05 00 00 00
  • 05 05 05 45 00 00
  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 05 05 00 00 00
  • 05 05 05 00 00 00
  • 05 45 05 05 00 00
  • 05 45 45 45 00 00
  • 05 45 05 05 05 45
  • 05 45 45 05 45 00
  • 05 45 00 00 00 00
  • 05 45 00 00 00 00
  • 05 45 45 05 45 00
  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
LEMMY DUMMY: 0x19D2A0 -- Default values...
  • 07 47 07 07 47 00
  • 07 47 07 00 00 00
  • 07 47 07 00 00 00
  • 07 47 07 00 00 00
WENDY: 0x19D2B8 -- Default values...
  • 09 49 09 49 09 00
  • 09 49 09 49 09 00
  • 09 09 09 00 00 00
  • 09 09 09 49 00 00
  • 09 49 09 09 49 00
  • 09 49 09 00 00 00
  • 09 09 09 00 00 00
  • 09 09 09 00 00 00
  • 09 49 09 09 09 00
  • 09 49 49 49 49 00
  • 09 49 09 09 09 49
  • 09 49 49 09 49 00
  • 09 49 00 00 00 00
  • 09 49 00 00 00 00
  • 09 49 49 09 49 00
  • 09 49 09 09 49 00
  • 09 49 09 00 00 00
  • 09 49 09 00 00 00
  • 09 49 09 00 00 00
WENDY DUMMY: 0x19D2A0 -- Default values...
  • 05 45 05 05 45 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
  • 05 45 05 00 00 00
Like Iggy and Larry, the odd numbers are the palette.

As a bonus, here is a graphical error correction:

WENDY'S BOW ERRRORS CORRECTED:
  • At 0x19CFAF, change the byte 06 to 08.
  • At 0x19CFB5, change the byte 02 to 08.
  • At 0x19D1D7, swap bytes 1E and 1F.
  • At 0x19D1DD, swap bytes 1F and 1E.

Plus, here's the sprite data for the ending screen featuring Bowser and the Koopalings:

  • Bowser: 0x15B410
  • Morton: 0x15B4D0
  • Roy: 0x15B4F4
  • Lemmy: 0x15B514
  • Wendy: 0x15B52C
  • Iggy: 0x15B548
  • Ludwig: 0x15B554
  • Larry: 0x15B5A3
« Last Edit: September 22, 2020, 05:20:34 pm by NES Boy »

pocket

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Re: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )
« Reply #481 on: September 23, 2020, 01:32:00 pm »
So I absolutely appreciate the efforts in finding all the information there. It seems Super Mario World isn't quite off the tables as I thought.  But I'd still like to get Mario All-Stars finished before I think about working on Mario World. I actually have heard from DarkSamus99 again, so it seems like things are finally coming back together, so it will hopefully be sooner rather than later that we'll be able to talk about Mario World.

All that being said... I still don't exactly know what I'm meant to do with all those numbers. Remember, I'm just a pixel artist really. It's embarrassing to frequently reveal how dyslexic I am about this kind of stuff on a board so full of people who are more knowledgeable about this kind of thing. Let's put a pin in it until Mario All-Stars is done, then someone can walk me through the process of turning the Koopa Kids colors into something that isn't so befuddlingly off the mark.

Lemmy and Wendy can actually be edited directly for the record, I guess something about no mode 7 being used in their boss rooms?  I actually did work on those two, the only issue is that it turns the fireballs flying around their rooms different colors. But I think that's being worked on.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

Chicken Knife

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Re: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )
« Reply #482 on: September 23, 2020, 01:49:18 pm »
Quote
Remember, I'm just a pixel artist really. It's embarrassing to frequently reveal how dyslexic I am about this kind of stuff on a board so full of people who are more knowledgeable about this kind of thing.
I've felt this so many times. The threads related to my DQ projects have been so rife with personal embarrassment over last couple years, where I heavily relied on experienced people to guide me through the learning process of technical things that made me frequently feel mentally impaired. The good news is that this community is full of people who love to teach in a healthy, positive manner, and I really think that suffering through the embarrassment factor has been worth it. A lot of this stuff goes from bewilderingly complex to actually quite simple as soon as you get one of those "aha!" moments and the dots connect.
The final challenge of a game is the game itself.

CleitonBR

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Re: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )
« Reply #483 on: September 23, 2020, 01:55:49 pm »
I created a YouTube video to help the patch have more downloads :thumbsup:, https://youtu.be/HeLinK_ldXM

pocket

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Re: Super Mario All-Stars Redrawn ( SMB2 Demo now available in OP )
« Reply #484 on: September 23, 2020, 02:28:15 pm »
You're not wrong there, I thought I was going to have to settle with having green Triclyde when this project first began but thanks to Darksamus99's walkthrough on page 1, I was able to learn how to alter color pallets. My understanding of it is less than perfect but at least I can do it.

It actually appears as if there's a patch for the fixed Koopaling Colors in stratoform's github anyway though, so all the leg work is already done it seems.  I really need to go through that thread if I intend to use any of it for this project.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.